Search found 20 matches
- Fri Feb 10, 2017 11:26 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 61162
Re: Friday Facts #177 - Difficulty settings
Any chance of mods being able to modify that difficulty screen? Setting new defaults and/or adding new settings? (changing defaults, or locking out options, on the basic map gen screen would be cool too).
- Tue Nov 01, 2016 2:41 pm
- Forum: Modding discussion
- Topic: [Guide] Making spritesheets with Blender
- Replies: 35
- Views: 61935
Re: [Guide] Making spritesheets with Blender
pancakeddd: Your problem is how you installed ImageMagick... 1/2 way througb there are a bunch of checkboxes, tick the one that mentions something like "legacy tools (e.g. convert)" and your problem should go away, that's what I ended up doing and it worked for me.
- Fri Oct 28, 2016 11:51 am
- Forum: Mods
- Topic: [MOD 14.12+] KMonuments and Ruins
- Replies: 0
- Views: 1499
[MOD 14.12+] KMonuments and Ruins
Info / Long Description:
Name: KMonuments - Lib and KMonuments - Ruins
Latest Release: v0.1.0
Factorio Version: 0.14.12
License: MIT License
Author: LordKiwi
Download Link: https://github.com/jkeywo/KFactorioMods/releases/tag/v0.1.0-monuments
Github: https://github.com/jkeywo/KFactorioMods/tree/v0.1 ...
Name: KMonuments - Lib and KMonuments - Ruins
Latest Release: v0.1.0
Factorio Version: 0.14.12
License: MIT License
Author: LordKiwi
Download Link: https://github.com/jkeywo/KFactorioMods/releases/tag/v0.1.0-monuments
Github: https://github.com/jkeywo/KFactorioMods/tree/v0.1 ...
- Thu Oct 27, 2016 6:41 pm
- Forum: Angels Mods
- Topic: Molten Metal Bus
- Replies: 4
- Views: 5051
Molten Metal Bus
I did some experiments using molten metals instead of metal plates on the bus.
I found that a single pipe can transport about 80% more than a single express belt, it can go underground so can be braided with non-metals that may be on your bus and it should be better for performance (from what I've ...
I found that a single pipe can transport about 80% more than a single express belt, it can go underground so can be braided with non-metals that may be on your bus and it should be better for performance (from what I've ...
- Fri Oct 14, 2016 3:18 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Waste Processing 0.1.0
- Replies: 3
- Views: 3164
Re: [MOD 0.14.x] Waste Processing 0.1.0
I'm surprised that loaded! Fixed it now, thanks.
- Fri Oct 14, 2016 2:16 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Waste Processing 0.1.0
- Replies: 3
- Views: 3164
[MOD 0.14.x] Waste Processing 0.1.0
Type: Mod
Name: Waste Processing
Description: When something dies with items inside it it leaves a trail of waste on the floor. A waste processing facility can destroy items with minimal waste.
License: MIT
Version: 0.1.0
Release: 2016-10-14
Tested-With-Factorio-Version: 0.14.12
Category: (storage ...
Name: Waste Processing
Description: When something dies with items inside it it leaves a trail of waste on the floor. A waste processing facility can destroy items with minimal waste.
License: MIT
Version: 0.1.0
Release: 2016-10-14
Tested-With-Factorio-Version: 0.14.12
Category: (storage ...
- Sat Oct 08, 2016 8:13 pm
- Forum: Mods
- Topic: [MOD 0.14+] Boid-bots
- Replies: 0
- Views: 1211
[MOD 0.14+] Boid-bots
Type: Mod
Name: Boid-bots
Description: Flocking behaviour for drones.
License: MIT
Version: 0.0.0
Release: 2016-10-8
Tested-With-Factorio-Version: 0.14.12
Download-Url: https://github.com/jkeywo/Boidbots/releases/download/0.0.0/boidbots_0.0.0.zip
Website: https://github.com/jkeywo/Boidbots
This mod ...
Name: Boid-bots
Description: Flocking behaviour for drones.
License: MIT
Version: 0.0.0
Release: 2016-10-8
Tested-With-Factorio-Version: 0.14.12
Download-Url: https://github.com/jkeywo/Boidbots/releases/download/0.0.0/boidbots_0.0.0.zip
Website: https://github.com/jkeywo/Boidbots
This mod ...
- Fri Oct 07, 2016 11:30 am
- Forum: Implemented mod requests
- Topic: Hide and disable some autoplace-controls
- Replies: 2
- Views: 1809
Hide and disable some autoplace-controls
I'd like to be able to hide some autoplace controls and set them to 'none' by default.
The underlying problem is this... I've added some new autoplace-controls for use on different surfaces (new worlds), but I can't stop them from spawning on nauvis.
(I assume there is no existing way to solve ...
The underlying problem is this... I've added some new autoplace-controls for use on different surfaces (new worlds), but I can't stop them from spawning on nauvis.
(I assume there is no existing way to solve ...
- Sun Oct 02, 2016 8:40 pm
- Forum: Modding help
- Topic: Changing the MapGenSettings of Nauvis
- Replies: 0
- Views: 1002
Changing the MapGenSettings of Nauvis
I'd like to change the initial MapGenSettings for the default surface (nauvis)... more specifically I want to set some autoplace controls to 'none' which is something you can't do in the new game screen manually.
- Sun Oct 02, 2016 9:38 am
- Forum: Modding help
- Topic: [Solved] MapGenSettings for Surfaces
- Replies: 6
- Views: 3146
Re: MapGenSettings for Surfaces
Partial success...
Terrain tiles didn't have a "control" value in their "autoplace" table, so by adding one and pointing it to something I could tell it not to bother spawning that autoplace-control.
data:extend(
{
{
-- https://wiki.factorio.com/index.php?title=Types/AutoplaceSpecification ...
Terrain tiles didn't have a "control" value in their "autoplace" table, so by adding one and pointing it to something I could tell it not to bother spawning that autoplace-control.
data:extend(
{
{
-- https://wiki.factorio.com/index.php?title=Types/AutoplaceSpecification ...
- Sun Oct 02, 2016 9:09 am
- Forum: Modding help
- Topic: [Solved] MapGenSettings for Surfaces
- Replies: 6
- Views: 3146
Re: MapGenSettings for Surfaces
It is picking up the changes to ores (the increased frequency of my own and the lack of coal) but it's not affecting the terrain tiles, maybe it's just supposed to?
I've tried adding "autoplace-control" for grass, trees, doodads, etc. but that doesn't make it work either.
I've tried adding "autoplace-control" for grass, trees, doodads, etc. but that doesn't make it work either.
- Sun Oct 02, 2016 8:48 am
- Forum: Modding help
- Topic: [Solved] MapGenSettings for Surfaces
- Replies: 6
- Views: 3146
Re: MapGenSettings for Surfaces
OK, so the water and starting area settings are definitely getting used but the autoplace_controls aren't.
local nauvis = game.surfaces["nauvis"];
local map_gen =
{
terrain_segmentation = "normal",
water = "none",
autoplace_controls =
{
["nidavellir-floor"] = { frequency = "normal", size ...
local nauvis = game.surfaces["nauvis"];
local map_gen =
{
terrain_segmentation = "normal",
water = "none",
autoplace_controls =
{
["nidavellir-floor"] = { frequency = "normal", size ...
- Sat Oct 01, 2016 11:23 pm
- Forum: Modding help
- Topic: [Solved] MapGenSettings for Surfaces
- Replies: 6
- Views: 3146
Re: MapGenSettings for Surfaces
I have noise layers for them all. Changing the name to anidavellir-floor just crashes the game on load, since the correct entity name doesn't exist.
The problem isn't that the nidavellir entities don't spawn, they do, on both surfaces, but I'm trying to stop everything else spawning on the surface ...
The problem isn't that the nidavellir entities don't spawn, they do, on both surfaces, but I'm trying to stop everything else spawning on the surface ...
- Sat Oct 01, 2016 1:51 pm
- Forum: Modding help
- Topic: [Solved] MapGenSettings for Surfaces
- Replies: 6
- Views: 3146
[Solved] MapGenSettings for Surfaces
I'm generating a new surface and trying to provide it with it's own MapGenSettings, but it's not working like I'd expect.
The effect I'm after is to completely override the autoplace_controls with my own. I've tried...
{
["nidavellir-floor"] = { frequency = "normal", size = "medium", richness ...
The effect I'm after is to completely override the autoplace_controls with my own. I've tried...
{
["nidavellir-floor"] = { frequency = "normal", size = "medium", richness ...
- Wed Apr 27, 2016 1:35 pm
- Forum: Bob's mods
- Topic: Production chain flowchart [WIP]
- Replies: 9
- Views: 7611
Re: Production chain flowchart [WIP]
N.B. I am continuing to expand, improve and correct the chart, I just don't post here every time I do it.
- Mon Apr 11, 2016 7:47 pm
- Forum: Bob's mods
- Topic: Production chain flowchart [WIP]
- Replies: 9
- Views: 7611
Re: Production chain flowchart [WIP]
It's possible that as the chart gets bigger the resolution of the export decreases.
This - http://www.googledrive.com/host/0ByN9GXXqAtKqcEQyTWVra1BVNGM - should be much clearer.
Or here is the source file https://drive.google.com/file/d/0ByN9GXXqAtKqRUZ3SXJBOEhfN00/view?usp=sharing although I don ...
This - http://www.googledrive.com/host/0ByN9GXXqAtKqcEQyTWVra1BVNGM - should be much clearer.
Or here is the source file https://drive.google.com/file/d/0ByN9GXXqAtKqRUZ3SXJBOEhfN00/view?usp=sharing although I don ...
- Mon Apr 11, 2016 1:18 pm
- Forum: Bob's mods
- Topic: Production chain flowchart [WIP]
- Replies: 9
- Views: 7611
Re: Production chain flowchart [WIP]
ic, it's probably 5Dim then, that's annoying because all I wanted was the trains.
In other news I've added green circuits, blue science and fixed a mistake with the invar alloy recipe.
In other news I've added green circuits, blue science and fixed a mistake with the invar alloy recipe.
- Fri Apr 08, 2016 4:53 pm
- Forum: Bob's mods
- Topic: Production chain flowchart [WIP]
- Replies: 9
- Views: 7611
Re: Production chain flowchart [WIP]
I see, I thought I'd seen cobalt ore patches but I must have been mistaken (or another mod is messing things up). I've integrated that into the chart now.
I've also added the ammo types, which, now that I've charted them out, make a lot more sense to me :) although it may be a little tricky for ...
I've also added the ammo types, which, now that I've charted them out, make a lot more sense to me :) although it may be a little tricky for ...
- Fri Apr 08, 2016 2:30 pm
- Forum: Bob's mods
- Topic: Production chain flowchart [WIP]
- Replies: 9
- Views: 7611
Re: Production chain flowchart [WIP]
I found 90% of the chemical stuff you need is contained in the top left of the diagram (mostly derived just from water). I've added the chain for nitric acid because that's very useful and easy to produce (from an air and water pump).
I think the main remaining chemistry stuff is oil related, which ...
I think the main remaining chemistry stuff is oil related, which ...
- Fri Apr 08, 2016 9:32 am
- Forum: Bob's mods
- Topic: Production chain flowchart [WIP]
- Replies: 9
- Views: 7611
Production chain flowchart [WIP]
So I was struggling to see what was needed to build what, how they all related to one another, and thus how to layout a factory so I started making a flow chart that details various production chains. Things are grouped to try and make it easy to build a factory with (particularly, in my case, with ...